Tips and strategies for Call of Duty Modern Warfare 2. Look here to learn how to complete multiplayer challenges for Perks, Equipment, Basic Training, and Operations.

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Introduction

Here in part two of my definitive Multiplayer Challenges Guide, you can check out all the challenges for Perks and Equipment, as well as the first two challenge sections not directly involving weapons or perks: Basic Training and Operations.

Perks - Tier 1, Part 1

Marathon

Marathon as a perk lets you run endlessly. This is great for mobility on any class, as having to pause when you're retreating can get you killed, and having to stop and start when rushing to the action can leave you late to the party. The pro version of the perk allows you to climb over objects faster than normal, which leads to taking cover much quicker. The challenges are easy to complete, they just take time. Run everywhere, all the time.

Marathon Pro VI: Run 104 miles with Marathon. Unlocks the Decathlete title and the Marathon Pro Emblem. Worth 10,000 EXP.

Scavenger

Scavenger as a perk allows you to pick up small blue ammo resupply packs from fallen players. These packs will refill your ammo, grenades, and equipment. The pro version of the perk has a similar effect as the Extended Mags attachments, granting you additional ammo when you start. This perk is also easy to complete challenges for; you can pick up ammo packs any time, so long as you have fired a shot.

Bling allows you to have two attachments on your primary weapon instead of just one. This is excellent for using silencers and sights together, or heartbeat sensors with FMJ rounds, or any other combination to make your weapons more effective. The pro version of the perk allows you to have two attachments for your secondary weapon as well, useful for certain shotguns and machine pistols. Useless for launchers, however. These challenges are easy to complete; simply kill players with weapons that have two attachments.

Bling Pro VI: Kill 900 players using two attachments. Unlocks the Armed and Dangerous title and the Bling Pro Emblem. Worth 10,000 EXP.

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Perks - Tier 1, Part 2

One Man Army

One Man Army is one of the more unique perks in Modern Warfare 2. It allows you to change from one class to another at any time, instead of just when you die. You can even change to your original class, refilling your ammo and grenades. The pro version of the perk cuts the time it takes to change classes in half. This is necessary, and you should withhold judgement on the perk until you have unlocked the pro version. Thankfully the challenges are easy to complete: just kill players while using a class with One Man Army equipped.

One Man Army Pro I: Kill 15 players using the perk. Unlocks the Full Arsenal title. Worth 500 EXP.

One Man Army Pro VI: Kill 750 players using the perk. Unlocks the Army of 1 title and the One Man Army Pro Emblem. Worth 10,000 EXP.

Sleight of Hand

Sleight of Hand as a perk drastically increases the speed of reloading. Light Machine Guns are possible to reload without dying with this perk, and it's very useful for shotguns. Faster-loading guns such as SMGs reload almost instantly. The pro version of Sleight of Hand allows you to aim down your sights quicker, which is useful any time you need accuracy quickly. The challenges are easy as well, all you need to do is kill players while using a class equipped with Sleight of Hand.

Sleight of Hand Pro VI: Kill 750 players using the perk. Unlocks the One Inch Punch title and the Sleight of Hand Pro Emblem. Worth 10,000 EXP.

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Perks - Tier 2, Part 1

Stopping Power

Stopping power is almost necessary for most standard play builds. It increases your bullet damage for any gun you're using. Unless you're playing on hardcore mode, where player health is drastically decreased, you should probably be running Stopping Power. Use it as a default unless you have a reason to replace it, and you'll complete the challenges in no time. Stopping Power Pro increases your damage against vehicles, such as harriers and pavelows. Useful for shooting down harriers when all you have is a Light Machine Gun, but most of the time you shouldn't be in the open when enemy air support is present. You'll be targeted if you have this perk, as it replaces Cold Blooded.

Stopping Power Pro VI: Kill 1,000 players using the perk. Unlocks the Bite the Bullet title and the Stopping Power Pro Emblem. Worth 10,000 EXP.

Hardline

Hardline decreases the number of kills it takes to reach a killstreak reward. UAVs that require a killstreak of 3 will instead require a killstreak of 2. The nuke, which requires a 25 streak, will instead require 24. This perk is mostly overlooked in favor of better, more useful perks all around. It is useful in two ways however. First, using a series of One Man Army classes, you can obtain killstreaks with hardline and use other classes, such as one with Danger Close Pro, to make your killstreaks more damaging. This perk is also very useful for completing the killstreak challenges for lower level killstreaks. When a UAV takes 2 kills instead of 3, and a Counter-UAV takes 3 instead of four, calling them in becomes much easier. The Pro version of Hardline lowers the number of deaths it takes to reach a deathstreak; debatably useful, but best if you're on a losing streak.

Hardline Pro VI: Reach 250 killstreaks using Hardline. Unlocks the Close Support title and the Hardline Pro Emblem. Worth 10,000 EXP.

Lightweight

Lightweight is a complementary perk for Marathon in most cases. It lessens your load, so to speak, making your movement speed somewhat faster. For Light Machine Guns this means you're relatively mobile, while for SMGs it means you're incredibly fast. Wonderful if you're playing a mobile hit-and-run sort of style, but less useful if you're camping or defending a point. The challenges require sprinting certain distances using the perk, so it's advised if you're attempting to complete the challenges that you use Marathon as well. Both challenges will complete at the same time. The later challenges take a frustratingly long time to complete, due to the high mileage required, but if you play with the perk often enough you'll succeed. The Pro version of the perk lets you aim down your sights faster after sprinting. Very useful when you're running from place to place and encounter someone else doing the same.

Lightweight Pro VI: Sprint 250 miles using the perk. Unlocks the Pathfinder title and the Lightweight Pro Emblem. Worth 10,000 EXP.

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Perks - Tier 2, Part 2

Cold Blooded

Cold Blooded is one of the more useful perks for this tier, once it's unlocked. With this perk, you are invisible to enemy air support. Sentry guns take no notice of you. AC-130 and Chopper Gunners do not point you out with red boxes. Thermal scopes do not highlight you with white. This gives you a significant advantage against your opponents, and makes it easy to shoot down enemy air support without fear of being shot down first. The challenges reflect this; to complete them you must shoot down enemy air support. UAVs count, so have no fear of shooting down the 'worthless' rewards. However, stealing enemy care packages and destroying enemy sentry guns also count toward the challenges.The Pro version of this perk is a stealth feature; it makes it so that when an enemy crosshair focuses on you, your name does not appear in red and the crosshair does not turn read, both of which are the most frequently used indicators for whether a player is friend or foe. This is most useful in modes that have friendly fire enabled, as a player is more likely to hesitate to shoot someone not immediately identified as an enemy.

Danger Close is a perk specifically geared towards the use of explosives. It increases both the blast radius and damage of all explosives, including claymores, C4, and grenades. Very useful for grenade launchers and weapons such as the RPG-7 and Javelin. The challenges all involve getting kills using explosives while using the perk. The Pro version of the perk increases damage dealt by all damage-dealing killstreaks.

Danger Close Pro VI: . Unlocks the Danger Close title and the Danger Close Pro Emblem. Worth 10,000 EXP.

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Perks - Tier 3, Part 1

Commando

The Commando perk increases the distance from which you can successfully melee attack a player, using the knife, Tactical Knife, or Riot Shield. Attacking from a distance will result in a lunge during which it is hard, but not impossible, to kill you. This perk is most commonly used on melee-focused classes, typically in conjunction with Marathon and Lightweight. The challenges require you to kill players with a melee attack while using the perk. The Pro version of the perk removes fall damage, allowing you to jump without fear from great heights.

Steady Aim reduces the spread on your guns, most noticeably when firing from the hip. This is very useful for most shotguns and SMGs, and to a lesser extent some assault rifles and light machine guns. When used with a foregrip weapon attachment, weapon accuracy is greatly increased. The challenges require hipfire kills, which means kills obtained when aiming down sights don't count. The Pro version of this perk is unusual, as it increases the time you're able to hold your breath as a sniper. This is in opposition to the hipfire theme of the normal perk.

The Ninja perk is simple and effective. It makes you invisible to enemy heartbeat sensors. Useful for a stealth class or for matches where you know the opponents will be using heartbeat sensors, such as is often the case in hardcore modes and objective modes such as Search and Destroy. The challenges are a bit picky; you must kill players at close range. Melee kills count, though, so when given the option, go for the knife. The Pro version of this perk makes your footsteps and climbing noises nearly silent. This, combined with Cold-Blooded Pro and a silenced weapon, make you virtually invisible to all forms of detection.

Ninja Pro VI: Kill 250 players at close range. Unlocks the Art of Stealth title and the Ninja Pro Emblem. Worth 10,000 EXP.

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Perks - Tier 3, Part 2

Scrambler

Scrambler is an easily mis-used perk. It jams the enemy radar depending on how close you are to them. The closer you are, the more fuzzy the radar is, until it's completely static at close range. The detriment to this is, players can use the proximity fuzziness to tell when a player using Scrambler is nearby. Players who camp using Scrambler are often hunted down for this reason. One of the best uses of the perk is in conjunction with a heartbeat sensor. This way, while the enemy knows you're nearby, you know exactly where they are, and can hunt them while they hunt for you. The Pro version of this perk makes claymores take nearly twice as long to detonate, leaving you a much larger window to escape the trap. This effect is most useful in hardcore modes, where the scambler effect itself is less likely to get you hunted down. Like the Ninja perk, this perk's challenges require kills at close range, presumably within the effective radius of the scrambler.

SitRep is a useful and under-used perk. It makes all enemy equipment glow red through all surfaces. With SitRep, a claymore will glow red through walls all the way across the map, letting you know exactly where the traps are. This works for claymores, C4, tactical insertions, and even grenades. Additionally, a red tinge is added to enemy weapons fire, letting you see where they are shooting from. The challenges for this perk are most easily completed on hardcore modes, where players are more likely to camp and set up traps. It's also possible on domination and other objective games, where players will often place traps on points of interest. The challenges require you to destroy enemy equipment. The Pro version of this perk makes all your teammates footsteps almost silent, and makes all enemy footsteps quite a bit louder. This only affects your hearing, not the other players, however. It will also not cancel out a player using Ninja Pro.

Last Stand is much like the deathstreak Final Stand. When lethal damage is dealt to you, instead of dying, you fall prone. You pull out your secondary weapon, if it's a handgun or the Raffica. Otherwise you pull out a default pistol. You are able to retaliate against your killer for a short time, or hold a button to kill yourself and respawn. The challenges require you to get kills while in Last Stand, which can be complicated if you do not have fast reflexes. Akimbo Rafficas are recommended for this, as they can kill quickly. Last Stand Pro allows you to use your equipment, such as claymores, C4, or frag grenades, as well as using your flash/stun/smoke grenades to hinder the enemies before you die.

Last Stand Pro VI: Kill 100 players in Last Stand. Unlocks the Dying Breath title and the Last Stand Pro Emblem. Worth 10,000 EXP.

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Equipment Challenges, Part 1

Equipment challenges are similar to weapon and perk challenges, but there are not quite as many of them. I will go through them individually, offering hints and tips to make obtaining them easier.

Darkbringer - Prevent 25 Tactical Insertions - Worth 1,000 EXP. Unlocks the Darkbringer title and Boot emblem. The only way to complete this challenge is to destroy Tactical Insertion flares used by the enemy. Play objective-based games where respawning in the same place is useful. Hunt down players boosting for Nukes. Use SitRep to see where a flare might be from across a map.

Tactical Deletion - Kill 25 players who spawned from a Tactical Insertion. - Worth 1,000 EXP. Unlocks the TacDel title and another boot emblem. Again, you must play game modes where Tactical Insertions are often used, and again, SitRep helps. When you find a flare, you can either wait for the player to die, assuming you didn't kill them already, and kill them when they spawn. Alternatively, you can place a claymore such that, when they spawn, it explodes and kills them.

Grenade Kill I, II, and III - Three challenges. Kill 10, 25, and 50 enemies with grenades. - Worth 500, 2,500, and 5,000 EXP respectively. Challenge I Unlocks the Frag Out! title, Challenge II Unlocks the Pineapple Express title, and Challenge III Unlocks the Frag Grenade emblem. The easiest ways to accomplish these challenges are in objective modes such as domination, where players tend to cluster in one area. Cook a frag grenade (hold it for a second or two so it has a shorter time when thrown) and throw it into the middle of several enemies. Danger Close can help with a larger blast radius and more damage. Scavenger helps you resupply and have more grenades per life.

Plastered I, II, and III - Three challenges. Stick 5, 15, and 30 players with Semtex grenades. - Worth 500, 2,500, and 5,000 EXP respectively. Challenge I unlocks the Bullseye title, Challenge II unlocks the Stuck On You title, and Challenge III unlocks the SemTex emblem. There's no easy way to get this challenge done, as you need accuracy and luck with your throws. Simply keep trying. Randomly tossing a Semtex will sometimes net a stick, but more often you will miss. Scavenger lets you pick up more grenades when you waste them. Try running a silent build with Cold-Blooded and Ninja Pro, and sneak into where enemies like to snipe or camp. If you can sneak up behind an enemy who is focused elsewhere, their motionless form is a perfect target.

Carnie I, II, and III - Three challenges. Kill 5, 15, and 30 players with the Throwing Knife. - Worth 500, 2,500, and 5,000 EXP respectively. Challenge I unlocks the Cloak and Dagger title, Challenge II unlocks the Take A Stab title, and Challenge III unlocks the Throwing Knife emblem. Like with the Plastered challenges, you simply need to be accurate with your throws. Scavenger will let you pick up extra knifes, and you can reclaim your own thrown knife if it's safe. Once again, a silenced class makes sneaking behind enemy lines to kill opponents easy. Another alternative is to use a Riot Shield. When the opponents fire at you and run out of bullets, use the knife on them when they reload.

It's Personal! - Wound and enemy and finish them off with a Throwing Knife. - Worth 1,000 EXP. Unlocks the It's Personal title and the hat and knife emblem. Like the throwing knife challenges, this is easiest accomplished by sneaking behind enemy lines and attacking a stationary target. One other solution is to use the riot shield on non-hardcore modes. One shield bash will wound the enemy, and you'll be close enough to finish them off with the knife with relative ease. Scavenger is less necessary, because once you wound an enemy, if you don't finish them off chances are they will kill you.

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Equipment Challenges, Part 2

Did You See That? - Kill an enemy with a Throwing Knife while flashed or stunned. - Worth 1,000 EXP. Unlocks the Silence title and the Gas Mask emblem. Again, as with the other Throwing Knife challenges, it's easiest to do this against a stationary enemy. The easiest way to accomplish it is to take aim on a stationary target and then use a flashbang or stun grenade on yourself. That way you're already lined up and can immediately throw the knife for the kill. Other than this method, just used your best judgement for where an enemy will be coming when you're stunned, and throw your knife hoping for the best.

Claymore Shot I, II, and III - Kill 5, 15, and 30 enemies with claymores. - Worth 500, 2,500, and 5,000 EXP respectively. Challenge I unlocks the Catch Shrapnel title, Challenge II unlocks the Mastermind title, and Challenge III unlocks the Claymore Emblem. These challenges are easy to unlock. Simply use claymores in the entrances to doorways, in front of Tactical Insertions, and any other place you think a player may walk through. It's best to put them facing inwards around blind corners, as the blast is directional. Danger Close will increase the size of the explosion, more readily guaranteeing a kill. Modes such as Team Deathmatch and Ground War, where players are less cautious, make it easier to finish these challenges.

Jack-In-the-Box I, II, and III - Kill 10, 25, and 50 enemies within 5 seconds of them spawning from a Tactical Insertion. - Worth 500, 2,500, and 5,000 EXP respectively. Challenge I unlocks the Jack-in-the-Box title, Challenge II unlocks the Ta-Da! title, and Challenge III unlocks the Tactical Insertion emblem. These challenges are nearly identical to the Tactical Deletion challenge, and the same strategies should be used. The only difference is, you have to kill enemies nearly immediately after they respawn using their Insertion, instead of having a bit of a grace period.

Solid Steel I, II, and III - Survive 10, 25, and 50 explosions with the Blast Shield active. - Worth 500, 2,500, and 5,000 EXP respectively. Challenge I unlocks the Solid Steel title, Challenge II unlocks the Juggernaut title, and Challenge III unlocks the Blast Shield Emblem. The Blast Shield is a piece of equipment that cuts off your peripheral vision and radar, but increases your defense against explosions. Easy ways to get these challenges include sitting on a point in Domination, walking slowly into claymores, and playing games of Ground War with many players using grenade launchers. Equip the Riot Shield for additional protection, and to accomplish the similar Riot Shield challenges at the same time! Note: the Blast Shield must be active, not just equipped, for the explosions to count.

C4 Shot I, II, and III - Kill 5, 15, and 30 enemies with C4. - Worth 500, 2,500, and 5,000 EXP respectively. Challenge I unlocks the Plastique title, Challenge II unlocks the C4 and After title, and Challenge III unlocks the C4 detonator emblem. One way to complete these challenges is to lay C4 packs on objectives in objective-based games. Points in Domination, the HQ in headquarters, the bomb sites in Sabotage and Demolition, and the Flags in Capture the Flag, for example. Camp and wait until an enemy player tries to capture the point, and detonate. Be aware players expect this tactic and will often look for your C4 first. Another strategy is to use the Riot Shield and defend an area. Throw a C4 pack and detonate it when the enemies are close. Scavenger will let you pick up more C4 packs, and Danger Close will improve their effectiveness. Last Stand Pro allows you to throw and detonate C4 while in Last Stand, so if you're quick enough, you can kill the player that killed you.

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Basic Training Challenges, Part 1

Basic Training challenges are the start of basic gameplay challenges. They involve things like getting kills while prone, getting assists, and falling various distances. They're relatively easy, so I'll be offering basic ideas how to complete them.

Ghillie in the Mist I, II, and III - Kill 50, 100, and 200 players with one-shot-kills with sniper rifles. - Worth 1,000, 2,500, and 5,000 EXP respectively. Challenge I unlocks Arctic Ghillie Camo and the Grassy Knoll title. Challenge II unlocks Urban Ghillie Camo and the Ghillie in the Mist title. Challenge III unlocks Desert Ghillie Camo, the Ghillie Sniper Emblem, and the Re-Zero title. These challenges are relatively easy to complete. Patience is a virtue. If you play in standard modes, use Stopping Power and aim for the head and upper torso. If you play in Hardcore, virtually any shot will one-shot-kill an enemy. These challenges are extra-important for career snipers, as the other color Ghillie suits are incredibly necessary.

Crouch Shot I, II, and III - Kill 5, 15, and 30 enemies while crouching. - Worth 500, 1,000, and 2,500 EXP respectively. Challenge I unlocks the Shot Down title, Challenge II unlocks the Bow Down title, and Challenge III unlocks the tan beret emblem. These challenges are a piece of cake. Any weapon will do, in any game mode. You can easily get them alongside any other challenge, simply by crouching while you kill.

Prone Shot I, II, and III - Kill 5, 15, and 30 enemies while you are prone. - Worth 500, 1,000, and 2,500 EXP respectively. Challenge I unlocks the Tango Down title, Challenge II unlocks the Low Profile title, and Challenge III unlocks the red beret emblem. Just like the Crouch Shot challenges, these are a piece of cake. Any game mode, any weapon, simply kill players while prone.

Point Guard I, II, and III - Get 5, 15, and 30 assists. - Worth 500, 1,000, and 2,500 EXP respectively. Challenge II unlocks the Joint Ops title and Challenge III unlocks the Medic Helmet emblem.. These challenges are more than likely to happen naturally as you play. When you wound an enemy and someone else kills them, you get an assist. If you're having trouble getting assists, run with lower damage weapons, don't use Stopping Power or Danger Close, and keep close to your teammates. If someone kills a player you flashed or stunned, you get the assist, so use those.

X-Ray Vision I, II, and III - Kill 2, 5, and 15 enemies through surfaces with bullet penetration. - Worth 500, 1,000, and 2,500 EXP respectively. Challenge I unlocks the Remote Viewer title, Challenge II unlocks the Submit to Authority title, and Challenge III unlocks heartbeat sensor emblem. These challenges are similar to the various weapon FMJ attachment challenges that require you to get bullet penetration kills. Unlike the FMJ challenges, you do not need to have FMJ Rounds equipped. They do help, though, and it's best to get two challenges with one bullet. Use FMJs and the Heartbeat Sensor to find where players are hiding and shoot them through walls. Stopping power or Hardcore modes help with this. Learn places where players camp. Maps like Favela, Quarry, and Scrapyard are full of walls to shoot through. Maps like Derail and Afghan are less likely to net you kills.

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Basic Training Challenges, Part 2

Backdraft I, II, and III - Destroy 2, 5, and 15 pieces of enemy equipment. - Worth 500, 1,000, and 2,500 EXP respectively. Challenge I unlocks the Pyromaniac title, Challenge II unlocks the Rejected title, and Challenge III unlocks the Compass emblem. These challenges are easy when using SitRep, and playing on objective-based game modes or Hardcore mode. Just find the glowing red dots and shoot them. If you use SitRep, you'll be working on completing the SitRep challenges at the same time.

Flyswatter - Shoot down an enemy helicopter. - Worth 1,000 EXP. Unlocks the Flyswatter title and the helicopter emblem. This challenge is absurdly easy. If you're low level, use the AT-4 on a Harrier twice and pop it a few times with bullets; just be careful not to get shot. Alternatively, you could try to shoot down a UAV with the AT-4. This may not work for the challenge, however. If you hit level 30 and still haven't completed the challenge, equip the Stinger and Cold-Blooded and find anything; a Harrier, a Hind, even a Chopper Gunner or Pavelow.

Vandalism - Destroy a car. - Worth 750 EXP. Unlocks the Drifter title and the Jeep emblem. Perhaps the easiest challenge to get. Most maps have a car on them somewhere, especially Favela and Invasion. Simply throw a grenade under or onto a car and enjoy the free EXP. You could shoot it with bullets for a while as well. For added fun, try to wait until enemies are nearby, to kill them with the explosion and complete a later challenge!

Goodbye - Fall 30 feet or more to your death. - Worth 500 EXP. Unlocks the Pushin' Daisies title and the daisies emblem. The easiest place to do this challenge is on the sniper cliff on Afghan. Run and jump off the edge, hit the ground, and die. Be careful not to fall too close; the mattresses will soften the fall and you won't die. Alternatively, you could climb to the highest roof in Karachi and leap to your death. You cannot complete this challenge with Commando Pro equipped, so make sure that's off.

Base Jump - Fall 15 feet or more and survive. - Worth 750 EXP. Unlocks the Accident Prone title and the parachute emblem. Slightly harder than the Goodbye challenge. Try jumping off the same cliff in Afghan, and landing on the mattresses at the bottom. If that doesn't work, many of the second-floor windows in maps like Estate, Invasion, and Skidrow will work. Just make sure you're not damaged when you jump, as the fall damage might kill you. Commando Pro may work for this challenge, it's unconfirmed.

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Operations Challenges - Level 10

Operations challenges mostly involve aspects of the game modes themselves. These include such things as winning games, coming in at the top of the leaderboard, and planting bombs. The tips and tricks below will help you accomplish all of these challenges. This set of challenges is unlocked at level 10.

Free-for-all Victor I, II, and III - Place in the top three in 3, 5, and 10 Free-For-All matches. - Worth 500, 1,000, and 2,500 EXP respectively. Challenge I unlocks the Lone Wolf title, Challenge II unlocks the The Feared title, and Challenge III unlocks the joystick emblem. The only way to complete these challenges is to play Free-for-all. Camping, unless you chose a high-traffic spot, is unlikely to net you the number of kills you need. Learn the maps, learn where people like to hide, and patrol in circles killing everything that moves. Killstreaks such as Harrier, Chopper Gunner, AC-130, and Pavelow are good choices. Precision Airstrikes and Stealth Bombers are unlikely to net more than two kills unless you're lucky, as any players close to each other will kill each other. Nukes are hard to get, as you need 25 out of the 30 kills in a match.

Team Player I, II, and III - Win 5, 15, and 30 team deathmatch matches. - Worth 500, 1,000, and 2,500 EXP respectively. Challenge I unlocks the Team Player title, Challenge II unlocks the Blood Brothers title, and Challenge III unlocks the bleeding skull emblem. To complete these challenges you need to be on the winning team of a team deathmatch match. This includes the team deathmatch mode in ground war. You don't need to be at the top of the scoreboard, only on the winning team, so you can actually make progress toward this challenge by joining a match almost over. Check out this guide for general tips for playing online.

Search and Destroy Victor I, II, and III - Win 5, 15, and 30 matches of Search and Destroy. - Worth 500, 1,000, and 2,500 EXP respectively. Challenge I unlocks the Destroyer title, Challenge II unlocks the Explosive Ordinance title, and Challenge III unlocks the grinning bomb emblem. These, obviously, need to be obtained through playing Search and Destroy. There are two ways to win a round in this game mode. The first is to successfully plant the bomb (on offense) or disarm the planted bomb (on defense). The second is to kill the entire enemy team, as this game mode has no respawning. With no respawning, it's advised to use stealth classes and play cautiously. Defend your points carefully, and assault them steadily. Eventually you'll win enough matches for the challenges.

MVP Team Deathmatch - Be the highest scorer overall in Team Deathmatch. - Worth 1,000 EXP. Unlocks the Public Enemy title and the Ghost emblem. The easiest way to complete this challenge is to be entirely offensive. Kill as many players as you can and die as few times as you can. Any good offensive killstreak will net you a number of kills if you position it over a high-traffic area. Alternatively, you can play a class with a riot shield and a stinger missile with scavenger. Play defensively on the front lines. You gain points for absorbing damage and deflecting bullets, whether they're fired from air support, sentry guns, or enemy players. You also gain points for when a teammate kills a player that was shooting at your shield. On top of that, you gain points for shooting down enemy air support with your stinger, including UAVs and Counter-UAVs. Top this off with a few shield or grenade kills, and you may have a chance of being in the top of the score with few kills.

Hardcore Team Player I, II, and III - Win 1, 5, and 15 matches of Hardcore Team Deathmatch. - Worth 500, 1,000, and 2,500 EXP respectively. Challenge I unlocks the Get Real title, Challenge II unlocks the Hardcore Only title, and Challenge III unlocks red devil emblem. This challenge is just like the Team Deathmatch Victor challenges, only you have to play Hardcore Team Deathmatch. These games are higher stakes, with lower player health and friendly fire enabled. Be careful and move slowly, hunting your enemies, or camp and try not to be spotted. These games rarely are ended in score victories; instead they end when time runs out. Only running wildly around the map will end it with a score victory, usually for the other team. Be careful with your killstreaks, especially air strikes; it's possible to kill your teammates.

Sabotage Victor I, II, and III - Win 5, 20, and 50 Sabotage matches. - Worth 500, 1,000, and 2,500 EXP respectively. Challenge I unlocks the It's Sabotage title, Challenge II unlocks the Intergalactic title, and Challenge III unlocks the bloody tic-tac-toe board emblem. The Sabotage game mode is like Search and Destroy with respawning. Additionally the bomb is neutral at the start and placed in the middle of the map. One strategy is to use a SMG-Marathon-Lightweight class to run faster than other players to grab the bomb. Most of the time enemies will be camping the bomb site; so you must use caution when you approach. Winning these games is more a matter of persistence and speed than it is of tactics. Most teams will treat it like team deathmatch, allowing you a sometimes free shot at the bomb and target. Winning the 50 matches required takes patience more than anything else.

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Operations Challenges - Level 11

Like with the level 10 Operations Challenges, these challenges deal with standard gameplay and are slightly more difficult. These challenges are all unlocked at level 11. Check below for tips and tricks to completing these challenges.

MVP Team Hardcore - Win a match of Hardcore Team Deathmatch with the highest score. - Worth 1,000 EXP and unlocks the To The Extreme title and captain Price's Hat emblem. Just like the MVP team deathmatch challenge, and the same strategies should work. The riot shield becomes a much more effective weapon in this game mode, as it only takes one shot to kill an opponent. However, it's much less likely for enemy air support to be frequent enough for points, so the stinger may not be as useful. Camping is more likely to let you survive, but roaming stealth is more likely to get you the kills you need to come in MVP.

Bomb Down - Kill a bomb carrier in Sabotage or Search and Destroy. - Worth 1,000 EXP and unlocks the Bombshell title and the veteran memorial emblem. This challenge is easy to get, if your opponents are playing something other than team deathmatch. Arrows appear once every few seconds to show you where the enemy with the bomb is, making them easy to hunt down. The hardest part is getting there before someone else does.

Bomb Defender I and II - Kill 3 and 10 enemies while they are defusing a bomb. - Worth 500 and 1,000 EXP respectively. Challenge I unlocks the Tha Bomb and Early Detection titles, while Challenge II unlocks the arctic price emblem. Again in Sabotage or Search and Destroy, this involves you or your teammates planting a bomb and waiting. For this challenge, it's best to camp somewhere nearby the bomb, but not so close that the enemy team will kill you before trying to defuse it. When an enemy begins to defuse the bomb, that's your chance to strike to make your kills count.

Bomb Prevention I and II - Kill 3 and 10 enemies while they are planting a bomb. - Worth 500 and 1,000 EXP respectively. Challenge II unlocks the Captain Price Sunset emblem. Just like the Bomb Defender challenges, these challenges require you to camp a bomb site. Once an enemy begins to plant a bomb, kill them. It's that simple.

Defuser I and II - Defuse 2 and 10 bombs. - Worth 500 and 1,000 EXP respectively. Challenge I unlocks the Hot Shot title, and Challenge II unlocks the Captain Price woodland emblem. Once again playing Sabotage or Search and Destroy, you must let the enemy team plant a bomb at your bomb site. Then, once it's planted, you must rush in and defuse it. This takes time, so make sure you either have teammates watching your back or you've killed everyone nearby. Be sure to check the usual camp spots nearby.

Last Man Standing - Be the last player on your team alive in Search and Destroy. - Worth 1,000 EXP and unlocks the The Legend title and the Makarov emblem. This is a somewhat difficult title to earn. If your team is too good, you will win before you can reach the last man standing status. On the other hand, if your team is too bad, you may lose without your team all dying. To have the best chance of being the last one alive, retreat to a rarely-used and out of the way part of the map, and hope the rest of your team is killed. Chances are your team will hate you for not helping them, but you'll get a fancy new title.

Saboteur I and II - Plant 2 and 10 bombs. - Worth 500 and 1,000 EXP respectively. Challenge I unlocks the The Mad Bomber title, and Challenge II unlocks the Al-Asad emblem. Once more in Sabotage or Search and destroy, this time you have to be the one to plant the bomb. If you're fast, you may be able to do this within seconds of the map opening. The best ally you have is persistence. More times than I can count i've won a match by simply rushing headlong for the bomb and then headlong for the site, ignoring campers out of my way. Try it out; you may be surprised how few people actually defend the bombs.